[Bf-committers] Jumping camera

Meino Christian Cramer bf-committers@blender.org
Wed, 21 Jan 2004 06:39:55 +0100 (CET)


 another one:

 start with the default scene, but delete the plane

 Position an assymetric object of your choice at 0,0,0
 -- the objects _needs_ to by assymetric, otherwise the effect
	is hardly to recognize

 Position light as needed to see enough in the dark ;

 Position a camera above the object at 0,0,<some distance>

 Position  a Nurbs Circle at 0,0,0 with a radius of <some distance>
 (see above). The plane spread by the circle should be parallel
 to the plane of the x,z coordinates.

 Make a CurvePath from the Circle and activate CurveFollow.

 Make the CurvePath parent of the camera.

 Clear Origin of the camera (the camera should directly sit on

 Position an Empty at 0,0,0

 Select Camera then Empty and CTRL-T (Make Track) and choose

 Animate the camera view (no rendering needs -- it shows the same
 effect by consuming more time to get prepared ;)

 Every time the camera is passing "0" in one of the axis, the
 Up-vector of the camera flips. The animation jumps from one view to
 another one.

 (By the way: Would be nice, if CurvePaths get not be pre-rendered
 when activating SolidView in 3DView -- a preview of an animation with
 "solid shaded" object as above can get unusable, when more the one
 CurvePath is in the scene)

 (By the way (2): When activating Animation with ALT-A it takes some
 time before the Animation starts...older Blenders were faster with
 this decision...)
 Kind regards!
 Meino (mcc)